ZeroK: Zero-K v1.11.10.0 This is a hotfix release for an engine bug that could be used to place geos anywhere.Modding Units can now be tinted, rescaled and made glowing via customparams: model_tint = "1.0 0.5 0.0" — R G B model_glow = "0.1 0.2 0.3 1.0&… Continue Reading →
0AD: Leadership Changes Stan` is stepping down as leader of the project. You can see his retirement post here: https://wildfiregames.com/forum/topic/108607-leadership-changes/#comment-558009 Continue Reading →
Unciv: 4.8.13 4.8.13 By SeventhM: Fix auto assign production not working after a building is built Fix consuming resources not being affected by conditionals By SomeTroglodyte: Allow games with zero researched techs to be ‘before’ the Ancient Era Minor Fix: Victo… Continue Reading →
Fheroes2: version 1.0.9 Improve the AI logic regarding spells and monster positioning on the battlefield as well as path planning logic on the Adventure Map Add the ability to confirm actions in battle for touch devices Use the “continue movement” button on the Adventure Map… Continue Reading →
Unciv: 4.8.12 4.8.12 Automated units can fortify/set up/other actions AI now uses free tech points – By tuvus By SomeTroglodyte: Align ruleset icons in text to font metrics Continue Reading →
Unciv: 4.8.11 4.8.11 Religion fixes: Great Prophets spawn again Civilian units can get promotions upon being built (Great Mosque of Djenne) Missionaries consumed upon expending all usages By SomeTroglodyte: Fade in/out for City Ambiance Sounds Fix Tutorial loader… Continue Reading →
Unciv: 4.8.10 4.8.10 Performance enhancement for first turn AI settling Modding: Added UnitAction unique type for modder clarity and ruleset validation Converted ‘May enhance a religion’ , ‘May found a religion’ uniques to UnitAction Golden age points decrease wit… Continue Reading →